-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

Thanks for the Warboy1982 for coding this into the game.

Sectoids "Retarded Cousin"

Version 1

One of the "many" sectoids that will be coming here... this is rated as unevolved/unintelligent sectoid, comparing to orginal sectoid. for YOU it can be anything if you want to mod it into game ;) ... Same info as above, will replace the orginal sectoid currently ingame and awaits for someone to code it in with orginal sectoid.

Elder Sectoid (or blue-tall sectoid)

version 1Blue elder sectoid... Supposed to be something more intelligent than the previous ones (cos it has bigger brains, duh :P )slighty taller than other sectoids. Maybe can be used in Leader position. note: still in wip.

Includes: Battlescape sprites with animationsBattlescape corpse

Lacking: Inventory corpse (just noticed that i forgot to do this... later later)Research info of this sectoid alive screenResearch info of this sectoid autopsy screen

X-Com Grenade Launcher

Version 2

The M-79 Grenade launcher has a variety of different munition types at its disposal, contributing to its effectiveness in a wide range of situations.Includes:*Battlescape sprites*inventory Sprite of Grenade launcher*Inventory ammunition*3 variations of ammunition HE,INC,SMOKE.

NSTALL NOTE: - Place the GrenadeLauncher.rul to Ruleset folder (e.g... X:/openxcom/data/Ruleset)- Place the GrenadeLauncher FOLDER to Resources folder (e.g.. X:/openxcom/data/resources/GrenadeLauncher)

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

Thanks for the Warboy1982 for coding this into the game. Thanks also Nightwolf for the spanish translation.

A heavier variant of the custom-designed X-Com rifle. The extra weight comes from a heavier barrel and integral bipod system, capable of facilitating heavy fire on medium-to-short range targets. Powerful recoil and obtuse handling make it unsuitable for longe-range shooting.

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

This precision magnum's mule-like kick is nothing compared to the force it delivers on the business end. It fires .44 caliber rounds in rubberized 6-slot speedloader cartridges, each literally worth their weight in gold. Don't call it a sidearm.

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

Version. 1 (CURRENTLY STILL IN WORK IN PROGRESS AT CODING SIDE, NOT FUNCTIONING RIGHT, BUT IS TESTABLE)

An X-Com-special take on the classic disposable RPG, capable of accurately penetrating armored targets. Its shaped charge payload is built for penetration rather than explosivity, requiring a direct hit for optimal results.

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

Version. 1 This lightweight weapon fires 5.8mm rounds (2 grams) optimized for the short combat ranges XCOM encounters in its fight with the alien threat. Fills the role of pistol and carbine easily, being able to be fired accurately with one hand.

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.

Version. 1 (WORK IN PROGRESS, HAS EXPLOSIVE HIT ANIMATION STILL, BUT IS PLAYABLE)

A non-lethal weapon derived from a very recent police design, capable of incapacitating targets up to 5 meters away. While it delivers a less powerful charge than blunt-force stun weapons, its stylish pistol grip grants easy handling, and the range alone makes it a worthwhile asset.

-->> Options.cfg can be found from your documents/OpenXcom folder. Use notepad to open it. <<-- *note: for now,you need openxcom 0.9 with the latest git build -> http://openxcom.org/index.php/git-builds/ to get these work.